// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// DESCRIPTION:
//      Networking stuff.
//
//-----------------------------------------------------------------------------

#ifndef __D_NET__
#define __D_NET__

#include "d_player.h"

//
// Network play related stuff.
// There is a data struct that stores network
//  communication related stuff, and another
//  one that defines the actual packets to
//  be transmitted.
//

#define DOOMCOM_ID              0x12345678l

// Max computers/players in a game.
#define MAXNETNODES             8

// Networking and tick handling related.
#define BACKUPTICS              12

typedef enum
{
    CMD_SEND    = 1,
    CMD_GET     = 2

} command_t;

//
// Network packet data.
//
typedef struct
{
    // High bit is retransmit request.
    unsigned            checksum;
    // Only valid if NCMD_RETRANSMIT.
    byte                retransmitfrom;

    byte                starttic;
    byte                player;
    byte                numtics;
    ticcmd_t            cmds[BACKUPTICS];

} doomdata_t;

typedef struct
{
    // Supposed to be DOOMCOM_ID?
    long                id;

    // DOOM executes an int to execute commands.
    short               intnum;
    // Communication between DOOM and the driver.
    // Is CMD_SEND or CMD_GET.
    short               command;
    // Is dest for send, set by get (-1 = no packet).
    short               remotenode;

    // Number of bytes in doomdata to be sent
    short               datalength;

    // Info common to all nodes.
    // Console is allways node 0.
    short               numnodes;
    // Flag: 1 = no duplication, 2-5 = dup for slow nets.
    short               ticdup;
    // Flag: 1 = send a backup tic in every packet.
    short               extratics;
    // Flag: 1 = deathmatch.
    short               deathmatch;
    // Flag: -1 = new game, 0-5 = load savegame
    short               savegame;
    short               episode;        // 1-3
    short               map;            // 1-9
    short               skill;          // 1-5

    // Info specific to this node.
    short               consoleplayer;
    short               numplayers;

    // These are related to the 3-display mode,
    //  in which two drones looking left and right
    //  were used to render two additional views
    //  on two additional computers.
    // Probably not operational anymore.
    // 1 = left, 0 = center, -1 = right
    short               angleoffset;
    // 1 = drone
    short               drone;

    // The packet data to be sent.
    doomdata_t          data;

} doomcom_t;

// Create any new ticcmds and broadcast to other players.
void NetUpdate (void);

// Broadcasts special packets to other players
//  to notify of game exit
void D_QuitNetGame (void);

//? how many ticks to run?
void TryRunTics (void);

#endif  // __D_NET__
